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D&D's Evolution: Rulings, Rules, and "System Matters"
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<blockquote data-quote="Argyle King" data-source="post: 8395400" data-attributes="member: 58416"><p>Something you mention is that the FK players could play roles using their own understanding of the situation and experience.</p><p></p><p>What's missing from highlighting that is the realization that the players were all people in a world they could all see, hear, feel, experience, and understand.</p><p></p><p>A fantasy rpg assumes a world different than our own, so I believe there to be merit in building a shared foundation of understanding through rules. What does my character see, hear, and experience; are there aspects of the game world which work differently from that which is familiar to me as the player? </p><p></p><p>In that regard, I believe system matters because the system is telling a player how the world works, especially when it works differently than our own world. </p><p></p><p>To use a crude example, what happens when I stab the orc with my sword? Is it something different than I'd expect when compared to real-world violence? ?</p><p>Does it mean just marking down some HP loss?</p><p>Does it mean causing wounds? </p><p>Some narrative effect? </p><p>Damage and force movement activated by an encounter power?</p><p></p><p>I'm in the minority of people who believes that touches of reality can enhance (rather than inhibit) fantasy because it helps to build a shared understanding of a world. </p><p></p><p>Which isn't to say that things need to mimic reality. I simply believe that starting from a foundation of shared understanding facilitates the ability to make rulings because there's a shared mental space from which those rulings can be derived - even after the fantasy elements are layered on.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8395400, member: 58416"] Something you mention is that the FK players could play roles using their own understanding of the situation and experience. What's missing from highlighting that is the realization that the players were all people in a world they could all see, hear, feel, experience, and understand. A fantasy rpg assumes a world different than our own, so I believe there to be merit in building a shared foundation of understanding through rules. What does my character see, hear, and experience; are there aspects of the game world which work differently from that which is familiar to me as the player? In that regard, I believe system matters because the system is telling a player how the world works, especially when it works differently than our own world. To use a crude example, what happens when I stab the orc with my sword? Is it something different than I'd expect when compared to real-world violence? ? Does it mean just marking down some HP loss? Does it mean causing wounds? Some narrative effect? Damage and force movement activated by an encounter power? I'm in the minority of people who believes that touches of reality can enhance (rather than inhibit) fantasy because it helps to build a shared understanding of a world. Which isn't to say that things need to mimic reality. I simply believe that starting from a foundation of shared understanding facilitates the ability to make rulings because there's a shared mental space from which those rulings can be derived - even after the fantasy elements are layered on. [/QUOTE]
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D&D's Evolution: Rulings, Rules, and "System Matters"
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